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-rw-r--r--game/src/plugins/texture_view.c8
-rw-r--r--game/src/plugins/viewer.c22
2 files changed, 15 insertions, 15 deletions
diff --git a/game/src/plugins/texture_view.c b/game/src/plugins/texture_view.c
index 52dff57..a8b2a94 100644
--- a/game/src/plugins/texture_view.c
+++ b/game/src/plugins/texture_view.c
@@ -1,7 +1,7 @@
1#include "plugin.h" 1#include "plugin.h"
2 2
3#include <gfx/asset.h> 3#include <gfx/asset.h>
4#include <gfx/render_backend.h> 4#include <gfx/core.h>
5#include <gfx/renderer.h> 5#include <gfx/renderer.h>
6#include <gfx/scene.h> 6#include <gfx/scene.h>
7#include <gfx/util/geometry.h> 7#include <gfx/util/geometry.h>
@@ -33,7 +33,7 @@ bool init(Game* game, State** pp_state) {
33 // Usage: [texture file] 33 // Usage: [texture file]
34 const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE; 34 const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE;
35 35
36 RenderBackend* render_backend = gfx_get_render_backend(game->gfx); 36 GfxCore* gfxcore = gfx_get_core(game->gfx);
37 37
38 const Texture* texture = gfx_load_texture( 38 const Texture* texture = gfx_load_texture(
39 game->gfx, &(LoadTextureCmd){ 39 game->gfx, &(LoadTextureCmd){
@@ -46,12 +46,12 @@ bool init(Game* game, State** pp_state) {
46 goto cleanup; 46 goto cleanup;
47 } 47 }
48 48
49 ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); 49 ShaderProgram* shader = gfx_make_view_texture_shader(gfxcore);
50 if (!shader) { 50 if (!shader) {
51 goto cleanup; 51 goto cleanup;
52 } 52 }
53 53
54 Geometry* geometry = gfx_make_quad_11(render_backend); 54 Geometry* geometry = gfx_make_quad_11(gfxcore);
55 if (!geometry) { 55 if (!geometry) {
56 goto cleanup; 56 goto cleanup;
57 } 57 }
diff --git a/game/src/plugins/viewer.c b/game/src/plugins/viewer.c
index 5e8d7d3..f621b00 100644
--- a/game/src/plugins/viewer.c
+++ b/game/src/plugins/viewer.c
@@ -58,14 +58,14 @@ static SceneNode* load_skyquad(Gfx* gfx, SceneNode* root) {
58 assert(gfx); 58 assert(gfx);
59 assert(root); 59 assert(root);
60 60
61 RenderBackend* render_backend = gfx_get_render_backend(gfx); 61 GfxCore* gfxcore = gfx_get_core(gfx);
62 62
63 const Texture* environment_map = load_environment_map(gfx); 63 const Texture* environment_map = load_environment_map(gfx);
64 if (!environment_map) { 64 if (!environment_map) {
65 return 0; 65 return 0;
66 } 66 }
67 67
68 return gfx_setup_skyquad(render_backend, root, environment_map); 68 return gfx_setup_skyquad(gfxcore, root, environment_map);
69} 69}
70 70
71/// Load the 3D scene. 71/// Load the 3D scene.
@@ -222,17 +222,17 @@ static void render_bounding_boxes(const Game* game, const State* state) {
222 assert(game); 222 assert(game);
223 assert(state); 223 assert(state);
224 224
225 RenderBackend* render_backend = gfx_get_render_backend(game->gfx); 225 GfxCore* gfxcore = gfx_get_core(game->gfx);
226 ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); 226 ImmRenderer* imm = gfx_get_imm_renderer(game->gfx);
227 assert(render_backend); 227 assert(gfxcore);
228 assert(imm); 228 assert(imm);
229 229
230 const mat4 id = mat4_id(); 230 const mat4 id = mat4_id();
231 Anima* anima = 0; 231 Anima* anima = 0;
232 232
233 gfx_set_blending(render_backend, true); 233 gfx_set_blending(gfxcore, true);
234 gfx_set_depth_mask(render_backend, false); 234 gfx_set_depth_mask(gfxcore, false);
235 gfx_set_polygon_offset(render_backend, -1.5f, -1.0f); 235 gfx_set_polygon_offset(gfxcore, -1.5f, -1.0f);
236 236
237 gfx_imm_start(imm); 237 gfx_imm_start(imm);
238 gfx_imm_set_camera(imm, gfx_get_camera_camera(state->camera)); 238 gfx_imm_set_camera(imm, gfx_get_camera_camera(state->camera));
@@ -240,9 +240,9 @@ static void render_bounding_boxes(const Game* game, const State* state) {
240 render_bounding_boxes_rec(imm, anima, &id, gfx_get_scene_root(state->scene)); 240 render_bounding_boxes_rec(imm, anima, &id, gfx_get_scene_root(state->scene));
241 gfx_imm_end(imm); 241 gfx_imm_end(imm);
242 242
243 gfx_reset_polygon_offset(render_backend); 243 gfx_reset_polygon_offset(gfxcore);
244 gfx_set_depth_mask(render_backend, true); 244 gfx_set_depth_mask(gfxcore, true);
245 gfx_set_blending(render_backend, false); 245 gfx_set_blending(gfxcore, false);
246} 246}
247 247
248void render(const Game* game, const State* state) { 248void render(const Game* game, const State* state) {